//Public Master Function to Save Data public static void SaveFileInfo(SavedDataFile sdf) { // Writing data: string[] POtoken = new string[3]; POtoken[0] = sdf.GetSaveFileNumber().ToString(); //Set Save File Number to index 0 POtoken[1] = sdf.GetWhichCharacter().ToString(); //Set whichCharcter to index 1 POtoken[2] = sdf.GetLevelsUnlocked().ToString(); //Set levelsUnlocked to index 2 //Rewrite all lines with new data File.WriteAllLines(GetSaveFilePlayerInfoFilePath(sdf.GetSaveFileNumber()), POtoken); //Create a list names LevelObtainedKeys List <string> LevelObtainedKeys = new List <string>(); //Create string arrays to hold keys string[] PKGoldToken = new string[sdf.GetObtainedGoldenKeys().Count]; string[] PKSilverToken = new string[sdf.GetObtainedGoldenKeys().Count]; //Get the levelNames of all obtained keys in Golden Key List for (int i = 0; i < sdf.GetObtainedGoldenKeys().Count; i++) { if (sdf.GetObtainedGoldenKeys()[i].GetObtained() == true) { LevelObtainedKeys.Add(sdf.GetObtainedGoldenKeys()[i].GetKeyLevelName()); } } PKGoldToken = LevelObtainedKeys.ToArray(); //Change from list to array //Reset LevelObtainedKeys LevelObtainedKeys = new List <string>(); //Get the levelNames of all obtained keys in Silver Key List for (int i = 0; i < sdf.GetObtainedSilverKeys().Count; i++) { if (sdf.GetObtainedSilverKeys()[i].GetObtained() == true) { LevelObtainedKeys.Add(sdf.GetObtainedSilverKeys()[i].GetKeyLevelName()); } } PKSilverToken = LevelObtainedKeys.ToArray(); //Change from list to array //Rewrite all lines with new data File.WriteAllLines(GetSaveFilePlayerObtainedGoldenKeysFilePath(sdf.GetSaveFileNumber()), PKGoldToken); //Golden Key Info File.WriteAllLines(GetSaveFilePlayerObtainedSilverKeysFilePath(sdf.GetSaveFileNumber()), PKSilverToken); //Silver Key Info }
private LevelEntrance LevelThirtyFour; // 3-12 #endregion #endregion #endregion //Constructor public WorldMapScreen(IGameScreenManager gameScreenManager) { //Set Manage and Command m_ScreenManager = gameScreenManager; m_command = new Command(m_ScreenManager); //Set To True Game1.isOnWorldMap = true; #region Load Saved Data //Load Game Data based on Game1.opener switch (Game1.opener) { case 1: SaveFile1 = LoadInformation.LoadSavedInformation(new SavedDataFile(1), 1); Game1.levelsUnlocked = SaveFile1.GetLevelsUnlocked(); GetPlayerTextures(SaveFile1.GetWhichCharacter()); if (SaveFile1.GetObtainedGoldenKeys().Count != 0) { keyInventory.SetGoldKeyList(SaveFile1.GetObtainedGoldenKeys()); } if (SaveFile1.GetObtainedSilverKeys().Count != 0) { keyInventory.SetSilverKeyList(SaveFile1.GetObtainedSilverKeys()); } break; case 2: SaveFile2 = LoadInformation.LoadSavedInformation(new SavedDataFile(2), 2); Game1.levelsUnlocked = SaveFile2.GetLevelsUnlocked(); GetPlayerTextures(SaveFile2.GetWhichCharacter()); if (SaveFile2.GetObtainedGoldenKeys().Count != 0) { keyInventory.SetGoldKeyList(SaveFile2.GetObtainedGoldenKeys()); } if (SaveFile2.GetObtainedSilverKeys().Count != 0) { keyInventory.SetSilverKeyList(SaveFile2.GetObtainedSilverKeys()); } break; case 3: SaveFile3 = LoadInformation.LoadSavedInformation(new SavedDataFile(3), 3); Game1.levelsUnlocked = SaveFile3.GetLevelsUnlocked(); GetPlayerTextures(SaveFile3.GetWhichCharacter()); if (SaveFile3.GetObtainedGoldenKeys().Count != 0) { keyInventory.SetGoldKeyList(SaveFile3.GetObtainedGoldenKeys()); } if (SaveFile3.GetObtainedSilverKeys().Count != 0) { keyInventory.SetSilverKeyList(SaveFile3.GetObtainedSilverKeys()); } break; default: break; } #endregion #region Timer Stuff //Set interval moveToNextLevel.Interval = 500; #endregion }